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Beserra, Vagner; Nussbaum, Miguel; Oteo, Macarena – Journal of Educational Computing Research, 2019
When performing a task in the classroom, it is essential to place the focus on learning. In the classroom, it is possible to distinguish between time spent by students on-task and off-task. The former is the time in which the student is focused on the learning task; the latter is the remaining time in which they focus on other activities.…
Descriptors: Foreign Countries, Elementary School Students, Primary Education, Grade 2
Kay, Robin H.; Lauricella, Sharon – Journal of Educational Computing Research, 2011
Over the past 18 years, a number of large scale reviews of the literature have documented that gender differences in computer attitudes, ability, and use tend to favor males. Since the use of laptops in higher education classrooms is increasing, it is important to examine whether this use is disproportionally advantageous to males and…
Descriptors: College Students, Gender Differences, Teaching Methods, Computer Uses in Education
Hamlen, Karla R. – Journal of Educational Computing Research, 2010
Research has shown that, among children, boys tend to play video games more than girls do. There are several theories addressing this phenomenon, including that stereotypes and lack of opportunity leave girls feeling inadequate with certain types of technology. No research has yet examined the interactive relationships between time spent playing…
Descriptors: Play, Video Games, Gender Differences, Success
Hamlen, Karla R. – Journal of Educational Computing Research, 2009
This study explored relationships between time spent playing video games in a typical week and general creativity, as measured by a common assessment. One hundred eighteen students in 4th and 5th grades answered questions about their video game play and completed the Torrance Tests of Creative Thinking (Torrance, Orlow, & Safter, 1990). While…
Descriptors: Elementary School Students, Creativity, Play, Video Games